Game program and game apparatus

ABSTRACT

Game program has a procedure for determining item price (IVD), for respectively computing price for transfer of a plurality of items to be used in a game every each item, and a procedure for executing the procedure for determining item price when possession state of the item is likely to be changed in the game, and the procedure for determining item price has a procedure for computing price for transfer of the item on the basis of individual data concerning each item and for displaying the computed price. The price for transfer of the item is determined and shown, changed by the individual data concerning each item, so that the player can buy or sell the item with reality similar to economical activities in the actual world.

TECHNICAL FIELD

[0001] This invention relates to game program of a role-playing game, acard game and the like, and a game machine functioning on the basis ofthe game program, wherein price of items, such as cards, arms, and magicto be used in the game can be changed.

BACKGROUND ART

[0002] In such a conventional game program, the items to be used in avirtual world in the game, such as cards, arms and magic, aretransferred by buying or selling at an item shop set in the virtualworld with currency or points passing in the virtual world, and theprice of transfer is always fixed.

[0003] But, the virtual world in such a system is widely different fromthe actual world where prices are always changed. Owing to this reason,the reality of the game is spoiled and the fun of the game is decreased.

[0004] Then, developments of game program and a game machine wherein theprice of the item is also fluctuated in the game, thereby increasingreality and fun of the game, are still awaited.

DISCLOSURE OF INVENTION

[0005] The invention is game program for changing representation on adisplay on the basis of predetermined program, through which a playercan execute a game; comprising:

[0006] the game program having program for determining item price, forrespectively computing prices for transfer (such as sale price at a shopset in a game) of a plurality of items to be used in the game every eachitem, and procedure for executing the program for determining item pricewhen executing a step where possession state of the item to be used inthe game is likely to be changed (such as an action of transfer of acard, an action of acceptance of a card, and an action of a battlebetween players) in the game program,

[0007] the program for determining item price having a procedure forcomputing price for transfer of the item on the basis of individual dataconcerning each item (such as, data concerning name NAM of each card,individual parameter data IPD representing individual characteristic,such as strength or value of each card, and data concerning number ofthe cards (items) in a game and distribution of their possession state,as shown in FIG. 3) and for displaying the price computed on thedisplay;

[0008] the game program further having procedure for rewritingindividual data, for rewriting and changing the individual data whenchanging the possession state of the item.

[0009] According to this aspect of the invention, the program fordetermining item price determines the price for transfer of the item,being changed by the individual data set for each item (such as, dataconcerning name of each card, individual parameter data representingindividual characteristic, such as strength or value of each card, anddata concerning number of the cards (items) in a game and distributionof their possession state, as shown in FIG. 3) so as to show to theplayer, so that the player can buy or sell the item with reality similarto the economical activities in the actual world, thereby increasing thereality and the fun of the game.

[0010] Besides, in an another aspect of the invention, the individualdata include data concerning number of each item and distribution of itspossession state (such as player possession data representing the numberof the cards owned by a player, another player possession datarepresenting the number of the cards owned by an another playerexcluding the player, a virtual player behaving by the CPU 11 as aplayer on the basis of the game program CGP, for instance, andtransferable number data representing the number of the cards set by thegame program as a stock at a shop where transfer action is executed)

[0011] According to this aspect of the invention, the price for transferof the item is changed according to the data concerning the number ofeach item and distribution of its possession state, so that the relationbetween demand and supply influences the price so as to be determined,thereby increasing the reality of the game.

[0012] Besides, in an another aspect of the invention, the individualdata include individual parameter data (such as name of each card, andstrength or value of each card) for representing individualcharacteristic of each item.

[0013] According to this aspect of the invention, the individualparameter data of each item can change the price for transfer of theitem, so that the price can be set, making the best use of thecharacteristic of each item.

[0014] Besides, in an another aspect of the invention, the change ofpossession state of the item includes change by a procedure forregistering an item newly produced by the game program on the basis ofdata inputted by the player through input means as player's possession(such as card producing program in the game program).

[0015] According to this aspect of the invention, the price for transferof the item can be changed even if the game machine accepts the itemwhich the player bought at an outside shop so that the number of theitems in the game can be changed. Then, the game can be made moreattractive.

[0016] Besides, in an another aspect of the invention, the change ofpossession state of the item include change made by a procedure formoving item on the basis of the game program, which occurs between theplayer and an opponent player as a battle result between both players.

[0017] According to this aspect of the invention, the change of thepossession state of the item in the game by moving the item between theplayer and the other player can also influence the price for transfer ofthe item, so that the game can be made more attractive.

[0018] Besides, in an another aspect of the invention, the change ofpossession state of the item include change made by a procedure forexchanging item on the basis of the game program, which occurs betweenthe player and an opponent player as a result of exchanging item betweenboth players.

[0019] According to this aspect of the invention, the change of thepossession state of the item in the game by exchange of the item betweenthe player and the other player can also influence the price fortransfer of the item, so that the game can be made more attractive.

BRIEF DESCRIPTION OF DRAWINGS

[0020]FIG. 1 is an external view of a portable game machine to which thepresent invention is applied;

[0021]FIG. 2 is a control block diagram of the game machine of FIG. 1;and

[0022]FIG. 3 is a view showing a method of determination of item price.

BEST MODE FOR CARRYING OUT THE INVENTION

[0023] An embodiment of the present invention will now be explainedhereinafter, referring to appended drawings.

[0024]FIG. 1 shows a portable game machine as a game machine comprisinga game system. A portable game machine 1 has a main body 2, a liquidcrystal display 3 as a display unit, attached to the main body 2 and aninput device 4. The input device 4 has a direction indicator switch 5and a plurality of push button switches 6 a, 6 b. The directionindicator switch 5 has a cross type of operation member 5 a, forinstance, and outputs a signal corresponding to an operation in up anddown directions and in right and left directions of the operation member5 a (the operation of pushing down the end portion of the upper portion,the lower portion, the right portion or the left portion of theoperation member).

[0025] A structure of such input device 4 is well-known, so varioustransformations are possible. For instance, four push buttons may berespectively located in upper and lower hands and in right and lefthands, in place of the operation member 5 a. The number of the pushbutton switches 6 a, 6 b and their location may be changed in variousforms. In the explanation described hereinafter, the push button switch6 a is referred to as A button, and the push button switch 6 b isreferred to as B button. But, both push button switches are expressed asa push button switch 6 when it is not necessary to differentiate bothfrom each other. In addition, the game machine 1 is provided with apower switch, an operation member for adjusting sound volume and thelike, but these are omitted.

[0026]FIG. 2 shows a structure of a control unit 10 provided at the gamemachine 1. The control unit 10 is a computer making use of amicroprocessor, main body of which is a CPU 11. A ROM 12 (read onlymemory) and a RAM 13 (random access memory) as main memories, an imageprocessing circuit 14 and a sound processing circuit 15 are respectivelyconnected with the CPU 11 through a bus 16. A program necessary forbasic control of the game machine 1 (for instance, booting processing)is stored in the ROM 12. A work area with respect to the CPU 11 issecured in the RAM 13. The image processing circuit 14 controls theliquid crystal display 3 according to a picturing instruction from theCPU 11 so as to display a predetermined image on its picture. The soundprocessing circuit 15 produces an analog voice signal according to apronouncing instruction from the CPU 11 so as to output to a speaker 7.

[0027] The respective switches 5, 6 of the input device 4 are connectedwith the CPU 11 through the bus 16, and the CPU 11 can thereby judge thestate of operation of the respective switches 5, 6. Besides, an externalmemory 17, which is an object different from the control unit 10, isconnected with the bus 16. The external memory 17 is comprised of acartridge detachably attaching to the main body 2, for instance, and aROM 18 as memory medium and a RAM 19 (readable and writable storageelement) as a reloadable user memory are provided therein. Programs,such as a game program, and various data necessary for executing theseprograms are registered in the ROM 18 in advance. The reloadable ROM,such as a flash memory, is used as the memory 19, and save data of agame, for instance, are stored in the memory according to necessity.Various storage mediums, such as a magnetic storage medium, an opticalstorage medium and a photoelectric magnetic storage medium, may be usedas the storage medium of the external memory 17, in addition to asemiconductor storage element. An interface circuit intervenes betweenthe bus 16 and each element, if necessary, but this is not shown.Various kinds of the control units 10 may be used without limiting tothe above-mentioned structure.

[0028] A communication control circuit 20 is connected with the CPU 11through the bus 16 in order to connect the game machine 1 with apredetermined communication line, an another game machine or the like. Acommunication connector 22 is connected with the communication controlcircuit 20 through a communication interface 21. As the communicationcontrol circuit 20, one functioning as a modem or a network interface bycombining a DSP (digital signal processor) and software with each other,for instance, may be utilized. The communication connector 22 and/or theinterface 21 may be provided as a peripheral equipment to be connectedwith the game machine 1 outside.

[0029] The program stored in the ROM 18 of the external memory 17 isloaded to the RAM 13 so as to execute this program by the CPU 11 in thegame machine 1 having the above-mentioned structure, and people can playvarious kinds of games on the scope of the display 3, thereby. Besides,the game machine 1 is connected with a predetermined network,controlling the communication control circuit 20, thereby messages canbe exchanged and a pitched battle type of game can be enjoyed betweenthis game machine 1 and an another game machine.

[0030] When a predetermined initializing operation (power-on operation,for instance) is executed in the game machine 1, the CPU 11 firstlyexecutes predetermined initializing processing according to the programof the ROM 12. When initializing is finished, the CPU 11 starts to readgame program CGP stored in the RAM 18 of the external memory 17, andstarts game processing according to the program. When a player operatesthe input device 4 so as to execute a predetermined game startoperation, the CPU 11 starts various kinds of control necessary for theexecution of the game according to the procedures of the game programCGP.

[0031] In a game developed on the basis of the game program CGP, variousitems, such as cards, arms, accessories, magic, are sometimestransferred by buying or selling in a virtual game world which isstructured with the game program CGP. When the possession state of theitem is likely to be changed in the game with execution of a step ofsuch item transfer in the game program CGP, a picture showing transferof an item is displayed on the display 3 on the basis of the gameprogram CGP. This picture is concretely an image showing an item shop orsome kind of event, and various kinds of situations can be set therein.The CPU 11 reads out an item price determination program IVD which isstored in the game program CGP, and computes and determines the itemprice when executing the item transfer step on the basis of the itemprice determination program IVD.

[0032] In case of an event for transfer of various kinds of cards, suchas “Card A”, “Card B”, “Card C”, “Card D” and “Card E” in the gameprogram CGP as shown in FIG. 3, the item price determination program IVDimmediately reads individual data IDC of the card which is a subject fortransfer out of the RAM 19 by a flag or a signal which informs ofexecution of a step for transfer of the item in the game program CGP. Inthe following explanation, cards are transferred as items. The items arenot limited to the cards, but may be ones which are set as subjects fortransfer during the game, such as magic, accessories and arms, asalready mentioned.

[0033] As shown in FIG. 3, the individual data IDC of the card includedata of name NAM of the respective cards, individual parameter data IPDfor representing individual characteristic, such as strength and valueof each card, and data concerning number of the cards (the items) in thegame and the distribution of their possession state. That is, totalnumber data HND for representing the total number of cards in the game,player possession data PHD for representing the number of the cardsowned by a player, another player possession data AHD for representingthe number of the cards owned by an another player excluding the player,a virtual player behaving by the CPU 11 as a player on the basis of thegame program CGP, for instance, and transferable number data ACD forrepresenting the number of the cards set by the game program CGP as astock at a shop where transfer action is executed are stored. All or apart of the individual data IDC may be stored in the proper memories 12,13 in the control unit 10, in addition to in the RAM 19.

[0034] The individual data IDC are successively changed as the gameproceeds on the basis of the game program CGP. Especially, the dataconcerning the number of the items, such as the total number data HND,the player possession data PHD, the another player possession data AHD,and the transferrable number data ACD, and the distribution of theirpossession state are always changed by the action of transfer of thecard, the action of acceptance of the card and the action of battlebetween players.

[0035] The change of the number of the items and their possession stateby the action of acceptance of the card is made by the procedure whereinthe player inputs a code shown on a card (a sheet shaped card made ofpaper or the like), which the player can buy at an outside store, in theportable game machine 1 through the input device 4, so that a new cardto be used in the game with the game program CGP is produced by the CPU11 on the basis of a card producing program CPP which is stored in thegame program CGP so as to be registered as the player's possession card.And, the change by the action of battle between players is made by theprocedure of movement of the card between the player and the virtualplayer by the CPU 11 or the other player connected through thecommunication connector 22 on the basis of the game program CGP byobtaining or giving the card from or to the other player due to thewinning or defeat of the battle between both players. Furthermore, thechange by the action of transfer also includes the change of theplayer's possession cards by executing the procedure for exchange of thecards between the player and the other player connected through thecommunication connector 22 on the basis of the game program CGP.

[0036] When changing the possession state concerning the item, such asthe card, by the action of transfer of the card, the action ofacceptance of the card or the action of battle between players in thegame (including generation/register of a new item by accepting outside),the CPU 11 executes a procedure for writing and storing the individualdata IDC concerning each card so as to correspond to the movement on thebasis of the item price determination program IVD so that the individualdata IDC of each card in the RAM 19 can be always a proper reflex of thegame proceeding state.

[0037] After obtaining the individual data IDC of the card from the RAM19, the item price determination program IVD gets the CPU 11 to computethe price of each item at the time of transfer, that is, sale price atan item shop when executing the step of transfer in the game program CGPat the item shop. The price is computed by the following equation asshown in FIG. 3, for instance.

[0038] Sale price =(T/S)*P*(50−T)

[0039] T: Total number of cards (The sum total)

[0040] S: Transferable number of cards at item shop (Stock)

[0041] P: Individual parameter of card (Point)

[0042] But, the method of computing the price at the time of transfer isnot limited to the above-shown equation. In the above-shown computation,the higher the rate of stock cards (S) with respect to total number (T)is during the game, that is, the higher the rate of stock at item shopis, the cheaper the sale price is. On the contrary, the lower the rateof stock cards (S) with respect to total number (T) is, that is, thelower the rate of stock at item shop is, the dearer the sale price is.

[0043] Besides, the sale price is set so as to be dearer in case wherethe individual parameter (P) of the card is high, through which bigeffects can be exhibited in a battle, for instance. Furthermore, thesmaller the total number of cards which circulates in a game world is(fifty cards or lower) the dearer the sale price is owing to (50−T).

[0044] When the item price determination program IVD computes anddetermines the price of item for transfer at some point of time duringthe game developed on the basis of the game program CGP, the item pricedetermination program IVD displays the determined price of the item at aproper display position on the display 3 through the CPU 11 and theimage processing circuit 14.

[0045] Watching the price for transfer displayed on the display 3, theplayer operates the input device 4 to determine the card which he or shebuys or sells, so that the player executes the action of transfer. Asmentioned above, the price of the item is computed and determined by theitem price determination program IVD every each item when the gameprogram CGP executes the step of transfer of the item, so that thetransfer price is fluctuated by the individual data IDC at the point oftime concerning each item. Therefore, the player can buy or sell theitem with reality similar to the actual economical activities.

[0046] When the player operates the input device 4 to designate aspecified item as a subject for transfer, the CPU 11 executes acomputing procedure for adding or subtracting an amount of moneycorresponding to the transfer price of the item (sale price) which iscomputed by the item price determination program IVD concerning the itemto or from money which the player is to own in the game world, the moneybeing stored in the RAM 19 so as to execute a procedure for renewing themoney in possession by the player.

[0047] In the above-mentioned embodiment, the CPU 11 is the game controldevice, and the combination of the CPU 11 and specified softwarecomprises various kinds of means of the game control device. But, atleast a part of such means may be replaced with a logical circuit.

Industrial Applicability

[0048] The item price determination program/means determines the pricefor transfer of the item, being changing by the individual data set foreach item (such as, data concerning name of each card, individualparameter data representing individual characteristic, such as strengthor value of each card, and data concerning number of the cards (items)in a game and distribution of their possession state, as shown in FIG.3) so as to show to the player. Then, the player can buy or sell theitem with reality similar to economical activities in the actual world,thereby increasing the reality and fun of the game.

1. Game program for changing representation on a display connected witha computer on the basis of predetermined program, through which a playercan execute a game; comprising: said game program being program forgetting said computer to execute the following procedures; procedure fordetermining item price, for respectively computing prices for transferof a plurality of items to be used in said game every each item;procedure for executing said procedure for determining item price whenexecuting a step where possession state of said item to be used in saidgame is likely to be changed in said game program, and; procedure forrewriting individual data, for rewriting and changing said individualdata concerning said each item when changing said possession state ofsaid item; said procedure for determining item price having a procedurefor computing price for transfer of said item on the basis of saidindividual data concerning each item and for displaying said pricecomputed on said display.
 2. The game program according to claim 1,wherein said individual data include data concerning number of said eachitem and distribution of its possession state.
 3. The game programaccording to claim 1, wherein said individual data include individualparameter data for representing individual characteristic of said eachitem.
 4. The game program according to claim 1, wherein said change ofpossession state of said item includes change by a procedure forregistering an item newly produced by said game program on the basis ofdata inputted by said player through input means as player's possession.5. The game program according to claim 1, wherein said change ofpossession state of said item include change made by a procedure formoving item on the basis of said game program, which occurs between saidplayer and an opponent player as a battle result between said bothplayers.
 6. The game program according to claim 1, wherein said changeof possession state of said item include change made by a procedure forexchanging item on the basis of said game program, which occurs betweensaid player and an opponent player as a result of exchange of said itembetween said both players.
 7. A game machine for changing representationon a display on the basis of predetermined program, through which aplayer can execute a game; comprising: means for determining item price,for respectively computing prices for transfer of a plurality of itemsto be used in said game every each item; means for instructing tocompute item transfer price, for instructing said means for determiningitem price to compute said price for transfer of said item whenpossession state of said item to be used in said game is likely to bechanged, and; means for determining item price having means fordisplaying item transfer price, for computing said price for transfer ofsaid item on the basis of said individual data concerning each item andfor displaying said price computed on said display; said game machinefurther having means for rewriting individual data, for rewriting andchanging said individual data when changing said possession state ofsaid item.